implement EffectMode_YUYV422
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@@ -0,0 +1,94 @@
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uniform sampler2D Texture1;
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uniform sampler2D Texture2;
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uniform int TextureWidth;
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/*
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* Convert from YUYV422 to RGB.
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*
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* This is used by MovieTexture_Generic. The input texture is TextureWidth
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* texels wide, the output texture is TextureWidth*2 texels wide, and texels
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* are aligned. We can use this to determine if the fragment we're generating
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* is even or odd.
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*/
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void main(void)
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{
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vec4 tex = gl_TexCoord[0];
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float fRealWidth = float(TextureWidth);
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float fU = tex.x;
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/* Scale U to [0.25,fRealWidth+0.25]. */
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fU *= fRealWidth;
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/* Scale the U texture coordinate to the size of the destination texture,
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* [0.5,fDestWidth+0.5]. */
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fU *= 2.0;
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/* Texture coordinates are center-aligned; an exact sample lies at 0.5,
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* not 0. Shift U from [0.5,fDestWidth+0.5] to [0,fDestWidth]. */
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fU -= 0.5;
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/* If this is an odd fragment, fOdd is 1. */
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float fOdd = mod(fU+0.0001, 2.0);
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/* Align fU to an even coordinate. */
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fU -= fOdd;
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/* Scale U back. Because fU is aligned to an even coordinate, this
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* will always be an exact sample. */
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fU += 0.5;
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fU /= 2.0;
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fU /= fRealWidth;
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tex.x = fU;
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vec4 yuyv = texture2D( Texture1, tex.xy );
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vec3 yuv;
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if( fOdd <= 0.5 )
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yuv = yuyv.rga;
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else
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yuv = yuyv.bga;
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yuv -= vec3(16.0/255.0, 128.0/255.0, 128.0/255.0);
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mat3 conv = mat3(
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// Y U (Cb) V (Cr)
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1.1643, 0.000, 1.5958, // R
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1.1643, -0.39173, -0.81290, // G
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1.1643, 2.017, 0.000); // B
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gl_FragColor.r=dot(yuv,conv[0]);
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gl_FragColor.g=dot(yuv,conv[1]);
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gl_FragColor.b=dot(yuv,conv[2]);
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gl_FragColor.a = 1.0;
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/* Why doesn't this work? */
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// gl_FragColor.rgb = yuv * conv;
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// gl_FragColor.a = 1.0;
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}
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/*
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* Copyright (c) 2007 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -367,6 +367,7 @@ static GLhandleARB g_bColorBurnShader = 0;
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static GLhandleARB g_bColorDodgeShader = 0;
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static GLhandleARB g_bColorDodgeShader = 0;
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static GLhandleARB g_bVividLightShader = 0;
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static GLhandleARB g_bVividLightShader = 0;
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static GLhandleARB g_hHardMixShader = 0;
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static GLhandleARB g_hHardMixShader = 0;
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static GLhandleARB g_hYUYV422Shader = 0;
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void InitShaders()
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void InitShaders()
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{
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{
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@@ -377,6 +378,7 @@ void InitShaders()
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g_bColorDodgeShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Color dodge.frag", asDefines );
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g_bColorDodgeShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Color dodge.frag", asDefines );
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g_bVividLightShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Vivid light.frag", asDefines );
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g_bVividLightShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Vivid light.frag", asDefines );
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g_hHardMixShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Hard mix.frag", asDefines );
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g_hHardMixShader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/Hard mix.frag", asDefines );
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g_hYUYV422Shader = LoadShader( GL_FRAGMENT_SHADER_ARB, "Data/Shaders/GLSL/YUYV422.frag", asDefines );
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// Bind attributes.
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// Bind attributes.
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if( g_bTextureMatrixShader )
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if( g_bTextureMatrixShader )
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@@ -1596,6 +1598,7 @@ void RageDisplay_OGL::SetEffectMode( EffectMode effect )
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case EffectMode_ColorDodge: hShader = g_bColorDodgeShader; break;
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case EffectMode_ColorDodge: hShader = g_bColorDodgeShader; break;
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case EffectMode_VividLight: hShader = g_bVividLightShader; break;
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case EffectMode_VividLight: hShader = g_bVividLightShader; break;
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case EffectMode_HardMix: hShader = g_hHardMixShader; break;
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case EffectMode_HardMix: hShader = g_hHardMixShader; break;
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case EffectMode_YUYV422: hShader = g_hYUYV422Shader; break;
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}
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}
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FlushGLErrors();
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FlushGLErrors();
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@@ -1606,6 +1609,15 @@ void RageDisplay_OGL::SetEffectMode( EffectMode effect )
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GLint iTexture2 = GLExt.glGetUniformLocationARB( hShader, "Texture2" );
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GLint iTexture2 = GLExt.glGetUniformLocationARB( hShader, "Texture2" );
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GLExt.glUniform1iARB( iTexture1, 0 );
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GLExt.glUniform1iARB( iTexture1, 0 );
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GLExt.glUniform1iARB( iTexture2, 1 );
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GLExt.glUniform1iARB( iTexture2, 1 );
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if( effect == EffectMode_YUYV422 )
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{
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GLint iTextureWidthUniform = GLExt.glGetUniformLocationARB( hShader, "TextureWidth" );
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GLint iWidth;
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glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &iWidth );
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GLExt.glUniform1iARB( iTextureWidthUniform, iWidth );
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}
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AssertNoGLError();
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AssertNoGLError();
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}
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}
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@@ -1619,6 +1631,7 @@ bool RageDisplay_OGL::IsEffectModeSupported( EffectMode effect )
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case EffectMode_ColorDodge: return g_bColorDodgeShader != 0;
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case EffectMode_ColorDodge: return g_bColorDodgeShader != 0;
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case EffectMode_VividLight: return g_bVividLightShader != 0;
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case EffectMode_VividLight: return g_bVividLightShader != 0;
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case EffectMode_HardMix: return g_hHardMixShader != 0;
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case EffectMode_HardMix: return g_hHardMixShader != 0;
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case EffectMode_YUYV422: return g_hYUYV422Shader != 0;
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}
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}
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return false;
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return false;
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